Timeline for Restrict A* pathfinding to overlapping "safe zones" within map
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 13, 2020 at 3:00 | history | tweeted | twitter.com/StackGameDev/status/1337955645337849860 | ||
| Dec 13, 2020 at 2:38 | vote | accept | Nairou | ||
| Dec 12, 2020 at 20:14 | answer | added | DMGregory♦ | timeline score: 4 | |
| Dec 12, 2020 at 17:24 | comment | added | Nairou | @Pikalek I've edited my post to include an image that shows what I'm trying to accomplish. | |
| Dec 12, 2020 at 17:24 | history | edited | Nairou | CC BY-SA 4.0 | Added image to show what I'm trying to accomplish |
| Dec 12, 2020 at 5:10 | comment | added | Pikalek | Got it, that helps clear me up on the grid reference, thanks. Do you have a sample image you could post to help us visualize an example? Depending on the situation, you might need to use something hierarchical, or there might be some simplifying assumption (like treating an entire circle as a special node) that you could make. | |
| Dec 12, 2020 at 4:07 | comment | added | Nairou | Yes, that's what I currently use. A* on a triangle mesh. But combining a triangle mesh with circular regions, and trying to path across the combination, that's where I'm stuck. I mentioned grids only because it would have been easier to work with the circles, but a grid isn't really an option here. | |
| Dec 12, 2020 at 3:23 | comment | added | Pikalek | A* is a graph based path finding algorithm - it doesn't need a grid. If you can express your problem in terms of waypoints, assigning meaningful weights/costs to the edges that connect them & have an admissible heuristic, you can use it. Here's an example of applying it to a triangulation mesh. Does that look similar to what you might need? | |
| Dec 12, 2020 at 1:28 | history | asked | Nairou | CC BY-SA 4.0 |